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RPG DEMO

ROLE

Game Programmer, AI Programmer, Animation Programmer

DESCRIPTION

In my RPG game demo, I’ve integrated a range of dynamic mechanics to offer a highly immersive experience. The movement system includes features like wall-running on any surface (even curved ones), a climbing system that adapts to any terrain, and a fluid cover system that allows players to dynamically crouch or stand based on environmental obstacles. These mechanics work together to provide responsive and engaging traversal.

The assassination system allows for smooth stealth kills, using paired animation montages for both the assassin and the target, synchronized through Motion Warping for precise positioning. This ensures that each stealth kill feels natural and immersive, adapting to various environmental contexts.

Additionally, I’ve implemented a level-up system to allow character progression, enabling players to improve their abilities over time. Coupled with this, the sword combat system offers dynamic combat interactions, allowing players to perform various attacks, blocks, and combos. The system is designed to provide a fluid and responsive combat experience that adapts to the player’s movements and actions.

Together, these systems create a rich and immersive gameplay experience where the player's actions, environment, and character development all contribute to a seamless world.

Detailed Activities

  • Engineering, Design, and Development of a Next-Gen RPG Game
    Spearheading the creation of a high-quality RPG inspired by the Assassin’s Creed series, integrating classic RPG elements and modern gameplay features for an immersive player experience.

  • Advanced Animation System Implementation
    Developed a new animation system using Motion Matching and Motion Warping techniques, ensuring seamless character movement, precise animation positioning, and natural foot placement with Foot IK technology.

  • Parkour and Climbing System Development
    Designed and implemented a versatile parkour and climbing system, allowing players to navigate complex environments with agility and freedom.

  • Precision Assassination Mechanics
    Developed an assassination system focused on stealth, precision, and choice, enabling players to take down targets in a variety of strategic ways.

  • Sword Combat Mechanics
    Engineered fluid and responsive combat systems for melee (sword) weapons, enhancing player engagement with strategic and skill-based battles.

  • User Interface Design and Programming
    Crafted an intuitive and visually engaging UI, enhancing gameplay accessibility and user immersion.

YEAR

2024-2025

TAGS

RPG, 3D, Single-player, Third-person, PC, Unreal Engine, C++, Blueprints

TEAM

Sadra Heidary Moghadam

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